@Matt-Hyra Ok, after a week in bed with fever, last night, finally, I was able to resume and finish the first game of A&A North Africa (from the situation I posted above). At the end of the sixth turn (so just before the arrival of the United States in Africa), the Axis surrendered since the situation was actually very compromised. I’m not here to say that the allies are advantaged (or that the Axis is): one game is too little to be able to express judgments. And it must be considered that it was the first game for everyone, so with many involuntary violations of the rules on both sides and many strategic and tactical errors. However, as I said, I will try (for what it’s worth) to summarize what happened (thereby expressing some of my considerations). The Axis managed to take Mersa Metruh quite easily (as expected), but the assault on Cairo was difficult, also given the lack of supplies available. This was the result of the strong English presence in the Mediterranean and the aircraft stationed in Malta (supplied thanks to the presence of the English fleet), which significantly reduced everything that the convoys should have brought from Italy to Africa. At that point (perhaps belatedly), both Italy and Germany began to invest heavily in the fleet in order to revitalize their convoys, but this gave the English time to organize a heavy counteroffensive right at Mersa Metruh which drastically reduced the Axis supplies, paralyzing it, in fact. The English therefore also had the time and resources to rebuild their fleet, Cairo being “safe”. This was the situation immediately before the Americans entered. At that point the Axis players decided to sign the surrender.
Considerations: as I said, one game (and the first game with all the errors included) is not enough to give a definitive judgment on the game or the strategy, but it allows me to make a very first assessment and share some considerations with you (for what they are worth and that will have to be tested in the following games anyway). First of all, I like the game a lot, I find it very deep strategically and I am convinced that I will spend several hours playing it.
I do not know what exactly happens when the United States enters the game (the next game will be on Operation Torch and I will try to understand), but I have the feeling that in RLP, if the Axis does not manage to break through and seriously threaten Cairo by turn 5-6, the game is decided in favor of the Allies. The problem for the Axis is to be able to balance the escort to the convoys with the purchase of troops to attack Cairo. The supplies (navy) take time and resources away from the ground troops intended for the attack on Cairo, but if this aspect is neglected, the Axis risks (as happened in my game … and in 1942 …) to remain bogged down at the gates of Cairo without sufficient supplies and therefore exposed to the English counteroffensive. Germany has a formidable army (the German troops are all much superior to the English ones) and this is an important factor to keep in mind and that can represent a point in favor of the Axis (if exploited) and the 1-2 game with Italy for the attacks can, in some cases, make the difference … but …
… However I have the feeling that in the end the Allies are to be considered slightly preferable (and I repeat, I do not know what will happen when the Americans enter the game). The English must have nerves of steel and resist, retreat, raid even single supplies if necessary with scout cars or bombers, heavily mine the Cairo-Mersa Metruh border (turn by turn, starting from the first turn) and resist. The Axis blanket (as in other games of the A&A series) always seems to be too short (but history has taught us this): if you defend the convoys, you allow the English to breathe and organize the defense of Cairo, if you attack head on, but you can’t break through to Cairo, you risk getting stuck in Mersa Metruh (except for dice rolls that tip the scales in their favor) waiting for the English counteroffensive. Obviously I would be happy to have the opinion of others, especially experienced players and/or with many games behind them.
I certainly have to compliment Matt Hyra for the splendid game he created.